#pragma header
uniform float u_time;
float random2d(vec2 v2){
	return fract(sin(dot(v2, vec2(12.9898, 78.233))) * 43758.5496);
}
void main(void){
	#pragma body
	color.rbg = vec3(random2d(sin(openfl_TextureCoordv / 900.) * u_time));
	gl_FragColor = color;
}